/*
*  Wavefront .obj file format reader.
*
*  author: Nate Robins
*  email: ndr@pobox.com
*  www: http://www.pobox.com/~ndr
*/


/* includes */
#include <GL/glut.h>


#ifndef M_PI
#define M_PI 3.14159265
#endif


/* defines */
#define GLM_NONE     (0)		/* render with only vertices */
#define GLM_FLAT     (1 << 0)		/* render with facet normals */
#define GLM_SMOOTH   (1 << 1)		/* render with vertex normals */
#define GLM_TEXTURE  (1 << 2)		/* render with texture coords */
#define GLM_COLOR    (1 << 3)		/* render with colors */
#define GLM_MATERIAL (1 << 4)		/* render with materials */


/* structs */

/* GLMmaterial: Structure that defines a material in a model.
*/
typedef struct _GLMmaterial
{
	char* name;				/* name of material */
	GLfloat diffuse[4];			/* diffuse component */
	GLfloat ambient[4];			/* ambient component */
	GLfloat specular[4];			/* specular component */
	GLfloat emmissive[4];			/* emmissive component */
	GLfloat shininess;			/* specular exponent */
} GLMmaterial;

/* GLMtriangle: Structure that defines a triangle in a model.
*/
typedef struct {
	GLuint vindices[3];			/* array of triangle vertex indices */
	GLuint nindices[3];			/* array of triangle normal indices */
	GLuint tindices[3];			/* array of triangle texcoord indices*/
	GLuint findex;			/* index of triangle facet normal */
} GLMtriangle;

/* GLMgroup: Structure that defines a group in a model.
*/
typedef struct _GLMgroup {
	char*             name;		/* name of this group */
	GLuint            numtriangles;	/* number of triangles in this group */
	GLuint*           triangles;		/* array of triangle indices */
	GLuint            material;           /* index to material for group */
	struct _GLMgroup* next;		/* pointer to next group in model */
} GLMgroup;

/* GLMmodel: Structure that defines a model.
*/
typedef struct {
	char*    pathname;			/* path to this model */
	char*    mtllibname;			/* name of the material library */

	GLuint   numvertices;			/* number of vertices in model */
	GLfloat* vertices;			/* array of vertices  */

	GLuint   numnormals;			/* number of normals in model */
	GLfloat* normals;			/* array of normals */

	GLuint   numtexcoords;		/* number of texcoords in model */
	GLfloat* texcoords;			/* array of texture coordinates */

	GLuint   numfacetnorms;		/* number of facetnorms in model */
	GLfloat* facetnorms;			/* array of facetnorms */

	GLuint       numtriangles;		/* number of triangles in model */
	GLMtriangle* triangles;		/* array of triangles */

	GLuint       nummaterials;		/* number of materials in model */
	GLMmaterial* materials;		/* array of materials */

	GLuint       numgroups;		/* number of groups in model */
	GLMgroup*    groups;			/* linked list of groups */

	GLfloat position[3];			/* position of the model */

} GLMmodel;


/* public functions */

/* glmUnitize: "unitize" a model by translating it to the origin and
* scaling it to fit in a unit cube around the origin.  Returns the
* scalefactor used.
*
* model - properly initialized GLMmodel structure
*/
GLfloat
glmUnitize(GLMmodel* model);

/* glmDimensions: Calculates the dimensions (width, height, depth) of
* a model.
*
* model      - initialized GLMmodel structure
* dimensions - array of 3 GLfloats (GLfloat dimensions[3])
*/
GLvoid
glmDimensions(GLMmodel* model, GLfloat* dimensions);

/* glmScale: Scales a model by a given amount.
*
* model - properly initialized GLMmodel structure
* scale - scalefactor (0.5 = half as large, 2.0 = twice as large)
*/
GLvoid
glmScale(GLMmodel* model, GLfloat scale);

/* glmReverseWinding: Reverse the polygon winding for all polygons in
* this model.  Default winding is counter-clockwise.  Also changes
* the direction of the normals.
*
* model - properly initialized GLMmodel structure
*/
GLvoid
glmReverseWinding(GLMmodel* model);

/* glmFacetNormals: Generates facet normals for a model (by taking the
* cross product of the two vectors derived from the sides of each
* triangle).  Assumes a counter-clockwise winding.
*
* model - initialized GLMmodel structure
*/
GLvoid
glmFacetNormals(GLMmodel* model);

/* glmVertexNormals: Generates smooth vertex normals for a model.
* First builds a list of all the triangles each vertex is in.  Then
* loops through each vertex in the the list averaging all the facet
* normals of the triangles each vertex is in.  Finally, sets the
* normal index in the triangle for the vertex to the generated smooth
* normal.  If the dot product of a facet normal and the facet normal
* associated with the first triangle in the list of triangles the
* current vertex is in is greater than the cosine of the angle
* parameter to the function, that facet normal is not added into the
* average normal calculation and the corresponding vertex is given
* the facet normal.  This tends to preserve hard edges.  The angle to
* use depends on the model, but 90 degrees is usually a good start.
*
* model - initialized GLMmodel structure
* angle - maximum angle (in degrees) to smooth across
*/
GLvoid
glmVertexNormals(GLMmodel* model, GLfloat angle);

/* glmLinearTexture: Generates texture coordinates according to a
* linear projection of the texture map.  It generates these by
* linearly mapping the vertices onto a square.
*
* model - pointer to initialized GLMmodel structure
*/
GLvoid
glmLinearTexture(GLMmodel* model);

/* glmSpheremapTexture: Generates texture coordinates according to a
* spherical projection of the texture map.  Sometimes referred to as
* spheremap, or reflection map texture coordinates.  It generates
* these by using the normal to calculate where that vertex would map
* onto a sphere.  Since it is impossible to map something flat
* perfectly onto something spherical, there is distortion at the
* poles.  This particular implementation causes the poles along the X
* axis to be distorted.
*
* model - pointer to initialized GLMmodel structure
*/
GLvoid
glmSpheremapTexture(GLMmodel* model);

/* glmDelete: Deletes a GLMmodel structure.
*
* model - initialized GLMmodel structure
*/
GLvoid
glmDelete(GLMmodel* model);

/* glmReadOBJ: Reads a model description from a Wavefront .OBJ file.
* Returns a pointer to the created object which should be free'd with
* glmDelete().
*
* filename - name of the file containing the Wavefront .OBJ format data.
*/
GLMmodel*
glmReadOBJ(char* filename);

/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to
* a file.
*
* model    - initialized GLMmodel structure
* filename - name of the file to write the Wavefront .OBJ format data to
* mode     - a bitwise or of values describing what is written to the file
*            GLM_NONE    -  write only vertices
*            GLM_FLAT    -  write facet normals
*            GLM_SMOOTH  -  write vertex normals
*            GLM_TEXTURE -  write texture coords
*            GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLvoid
glmWriteOBJ(GLMmodel* model, char* filename, GLuint mode);

/* glmDraw: Renders the model to the current OpenGL context using the
* mode specified.
*
* model    - initialized GLMmodel structure
* mode     - a bitwise OR of values describing what is to be rendered.
*            GLM_NONE    -  render with only vertices
*            GLM_FLAT    -  render with facet normals
*            GLM_SMOOTH  -  render with vertex normals
*            GLM_TEXTURE -  render with texture coords
*            GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLvoid
glmDraw(GLMmodel* model, GLuint mode);

/* glmList: Generates and returns a display list for the model using
* the mode specified.
*
* model    - initialized GLMmodel structure
* mode     - a bitwise OR of values describing what is to be rendered.
*            GLM_NONE    -  render with only vertices
*            GLM_FLAT    -  render with facet normals
*            GLM_SMOOTH  -  render with vertex normals
*            GLM_TEXTURE -  render with texture coords
*            GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLuint
glmList(GLMmodel* model, GLuint mode);

/* glmWeld: eliminate (weld) vectors that are within an epsilon of
* each other.
*
* model      - initialized GLMmodel structure
* epsilon    - maximum difference between vertices
*              ( 0.00001 is a good start for a unitized model)
*
*/
GLvoid
glmWeld(GLMmodel* model, GLfloat epsilon);
